Author
Topic: destroyed rooms (Read 9607 times)

Earthquakes still need some work, but you will be glad to hear that a small change in the upcoming release makes machines explode when the strength is 0. Before now it was working on a percentage which meant they were exploding sooner than they should.

Some other tweaks should stop handymen becoming stuck when a room explodes as well. This won't stop all the issues with earthquakes, but it is a small step in the right direction.

The next step is to introduce the warning tremor, so you at least get a warning and can get as many machines as possible in the best condition they can be in.

I agree that something needs to be done to improve the earthquakes gameplay. It's remarkably frustrating to permanently lose a room to an earthquake.

I've been playing a lot of build 0.40 and I can have brand new equipment used once or twice which explodes at an earthquake (seemingly regardless of how many handymen I have). The prospect of re-loading a save from 10 minutes ago (or longer), moving through my hospital replacing every machine or calling a handyman for repair, saving again just before the earthquake and really hoping I didn't miss a room - all just makes me lean towards selecting to quit!

An alternative would need testing to ensure earthquakes are still a troublesome game mechanic. I would support as suggested; maybe a time penalty (the room becomes serviceable again after a period of time), or a money penalty (maybe a fine and clean-up charge to restore the room) or both.

Granted this specific experience is from a custom level in the latest build (although no earthquake controls where configured in the level), but I've had literately brand new machines explode during an earthquake. Not so much of a challenge, and not something a warning would have helped with!

Maybe this is just a problem with earthquakes being a bit too extreme to early in the level when there is no configuration in a custom map?